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The VP 10.4 beta thread


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#121 DJRobX

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Posted 18 August 2017 - 12:10 AM

 

Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.
 

 

Is there a reason the search/select element dialog isn't sorted alphabetically by default?   You can sort it pretty quickly, but the initial view seems to be in the order objects were created, and it makes more steps to seek a specific object if you know its name.


Edited by DJRobX, 18 August 2017 - 12:11 AM.


#122 p1nhead

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Posted 18 August 2017 - 12:23 AM

for anyone interested in the poor man's DOF/surround sound feature and what exciters to use (available in the USA), here is what I went with:

 

www.parts-express.com  (I have no affiliation)

 

Dayton Audio DAEX30HESF-4 (6 total) powered by Lepai LP-168HA 2.1 channel [2x40w, 1x68w] (3 total).  these drivers sound awesome. 

 

prior to placement, move each driver around to find the sweet spot - I used music with a full range of high and low frequencies for this.  YMMV depending on what material you used for the cabinet/BB - I went with 1/2" MDF and it has plenty of punchy, deep bass and responsive mids/highs.  the denser material, the harder it is for the driver to do its work...

 

...it sounds AMAZING!  excellent work devs!  I cannot wait until BAM comes to VP11



#123 fuzzel

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Posted 18 August 2017 - 05:21 AM

 Sorry but that isn't possible. If you want a detailed overview of objects you can use the search/select element dialog.
 

 
Is there a reason the search/select element dialog isn't sorted alphabetically by default?   You can sort it pretty quickly, but the initial view seems to be in the order objects were created, and it makes more steps to seek a specific object if you know its name.
I'll fix that...

#124 hauntfreaks

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Posted 18 August 2017 - 05:44 AM

can the Image manage show the file sizes and sort by file size??... to help hunt down rogue large files sizes


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#125 evilantal

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Posted 18 August 2017 - 09:01 AM

Feature request: include more user changes to tables in the "POV xml export". Things like position of the day/night slider, ball image, etc. now have to be changed by hand on a new table update. And that's IF I remember I changed those things in the previous version.

 

Bug(?): When changing the table specific settings for FXAA and brute force 4x. You can change those once in the editor, but if you want to change them a second time, they keep defaulting to "Disabled" no matter what you click. Reloading the table let's you change them again, but again only once.



#126 fuzzel

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Posted 18 August 2017 - 12:42 PM

Feature request: include more user changes to tables in the "POV xml export". Things like position of the day/night slider, ball image, etc. now have to be changed by hand on a new table update. And that's IF I remember I changed those things in the previous version.
 
Bug(?): When changing the table specific settings for FXAA and brute force 4x. You can change those once in the editor, but if you want to change them a second time, they keep defaulting to "Disabled" no matter what you click. Reloading the table let's you change them again, but again only once.

The POV export is supposed to export only the POV settings for exchanging views with other users as the make implies. The rest is up to the user but maybe another export/import option for the user settings might make more sense.

As for the drop down bug, this is fixed with the next update together with the sorted list in the search/select element dialog.

#127 fuzzel

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Posted 18 August 2017 - 01:17 PM

can the Image manage show the file sizes and sort by file size??... to help hunt down rogue large files sizes

Comes with the next update ;)

Hey all-
 
I just wanted to say that its amazing to see what vpx is becoming! thanks for your hard work (its also so much easier to design in!!!).
 
I had 2 ideas that could really help speed along builds:
 
1) would it be possible/easy to implement a walls option that is a uniform width (similar to the way that singe wire ramps work)?. This would be really nice for places on real tables that consist of just a bent sheet of metal that is uniformly thick.
2) it would also be awesome for single wire ramps to have an easier way of adding end points to mount to the table. Things get really fiddly when you are trying to get a single wire ramp to go vertical in a spot (I've usually taken the less than satisfactory "just use a wall" to do the vertical bit.) I've seen some people add a bunch of nodes to progressively bend the wire upward in the desired fashion, but my results havent been the best with this approach.
 
Thanks and please let me know if I can help clarify my feedback at all, etc!

1. I'm not sure how that can be realized. Do you have an idea in mind?

2. I know adding these 'special' control points can be fiddling. The problem for adding them automatically is that the orientation of the other points have an impact how the wire will be rendered. Sometimes you only have to move one of the end points just a bit to the side to look good but I don't have a clue how to solve it programmatically.

#128 gtxjoe

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Posted 18 August 2017 - 06:02 PM

For 1. Guide walls idea. How about the starting with ramp object and just making the top side, entry and exit all closed surfaces

Ramps are already used a guide walls on some table releases. Just set ramp width to 4 or 5 and it looks like a metal wall

#129 hauntfreaks

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Posted 18 August 2017 - 07:40 PM

on the control point idea ..... when you place a wall... it has 4 control points, say you know its going to be a complex wall with many points.... could there be a dialog box where you enter how many points you wanted...    say 20 and it would add those evenly spaced to the wall.... ???

i'm more or less just thinking outloud 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#130 nFozzy

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Posted 19 August 2017 - 09:36 PM

I got a message about the cvpmDropTarget CreateEvents issue and I put together this simple core.vbs mod for it. A lot of tables still use createevents despite the issues so it would be good to add.

https://pastebin.com/STxns5Nc



#131 lizard

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Posted 19 August 2017 - 11:28 PM

on the control point idea ..... when you place a wall... it has 4 control points, say you know its going to be a complex wall with many points.... could there be a dialog box where you enter how many points you wanted...    say 20 and it would add those evenly spaced to the wall.... ???
i'm more or less just thinking outloud


Same thing for the lights would be great too.

#132 BorgDog

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Posted 20 August 2017 - 01:38 AM

Here's something I know has been brought up in the past, but really hasn't had anything done about it, and that is the "default" New table.  

 

So first off, the table is sized at 1000x2000 vp units, which I'm pretty sure that no real machine exists that is 21.25"x42.5", and my apologies to Flupper and his awesome Diner table which looks and plays great, it is just not accurate, nor can it be as it was made at 1000x2000..  

 

Secondly the default table has a lot of weird physics settings on object etc. 

 

Thirdly, what is with the Rubber White material that keeps getting used on a lot of new tables, that is set at metal and is not anywhere near what I would call white.

 

OK, so those were my biggest complaints with that table, and I decided to try and do something about it.  I took the default table, resized it to a somewhat common standard size of 20.25"x46" (following the dimensions in the dimension manager which aren't quite right, but that's another topic).  Then of course I had to move and reshape pretty much everything on the table. I changed the physics values on most things to something resembling the recommended settings (although i'm sure I missed some objects)  I also added and changed a few of the items to ones that were better, or would be an example of some things that didn't exist in the table.  Such as wire ramps, and a few common flipper primitives made by Zany.

 

And lastly I created two versions. It would be nice when you selected File, New it prompted for "Sample Table", or "Blank Table". the "Blank Table" being stripped of everything but the plunger lane and flipper and slings, and all the extra code for bumpers etc removed.  

 

Had input and help from Hauntfreaks and sliderpoint in creating these new versions, and at one point had to cut off new items that would be nice in the table so it wouldn't grow too large.

 

Anyway, here is a link to a zip containing the versions I created, do with them what you will :)

 

https://www.dropbox....Table1.zip?dl=0



#133 Joppnl

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Posted 20 August 2017 - 10:37 AM

Hello,

 

can I ask you this?

 

I've raised this up before so sorry to repeat myself but I have some new info on it so may-be it's possible to have a look?

 

Problem is that in camera mode the re-defined magna save buttons do not work so it's not possible to go through the various cemera options like x/y position or size etc.

Out of camera mode (during game play with the VP9 nudge function on) they work great.

 

When changing the definition of the magna save keys back to the default, initional value (left / right control key) the camera function works with these keys (then I have to use the keyboard).

 

So, it looks like VPX does not take over the value the user puts in in the key def's like the other keys do.

 

This is how it does work with the keyboard and the left / right control keys:

camerawerkt.png

 

So, when I define mey key mapping into VPX it looks like this (and the camera function for the magna save do not work)

camerawerktniet.png

 

My key-wiz gives me these W and S values, I can not change that and with W ans S defined the control keys L/R do not work.

 

So, my conclusion is that VPX (running latest 10.4) does not take over the values as defined in the key mapping for the magna save buttons.

 

I've been speaking to other VP members and there it doesn't work as well, only if you keep the value to the original control-key settings.

 

Is it possible to make this work ?   (note: in a previous 10.3 version it did work...)

 

thanks!



#134 fuzzel

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Posted 20 August 2017 - 08:44 PM

rev3181 is up:

 

- new table extended by a stripped down version of the default table and an updated example table. (thanks BorgDog and Hauntfreaks)
- add new raw size column to the image manager
- change size of user table settings (4x AA, Post-proc AA and In-game AO) and it's combox type to dropdown fixing the strange auto switching back to disable.
- sort elements by name when opening search/select element dialog
- add 'Disable Lighting from below' functionality for Primitives
- update to NVAPI
- add another critical section to the property browser
- another null pointer access fixed 

Hello,

 

can I ask you this?

 

I've raised this up before so sorry to repeat myself but I have some new info on it so may-be it's possible to have a look?

 

Problem is that in camera mode the re-defined magna save buttons do not work so it's not possible to go through the various cemera options like x/y position or size etc.

Out of camera mode (during game play with the VP9 nudge function on) they work great.

 

...

 

Is it possible to make this work ?   (note: in a previous 10.3 version it did work...)

 

thanks!

We have to take a look into this...



#135 Thalamus

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Posted 20 August 2017 - 08:58 PM

Thanks you Toxie and Fuzzel. You are super heroes !


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#136 fuzzel

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Posted 21 August 2017 - 05:37 AM

Hello,

 

can I ask you this?

 

I've raised this up before so sorry to repeat myself but I have some new info on it so may-be it's possible to have a look?

 

Problem is that in camera mode the re-defined magna save buttons do not work so it's not possible to go through the various cemera options like x/y position or size etc.

Out of camera mode (during game play with the VP9 nudge function on) they work great.

 

When changing the definition of the magna save keys back to the default, initional value (left / right control key) the camera function works with these keys (then I have to use the keyboard).

 

So, it looks like VPX does not take over the value the user puts in in the key def's like the other keys do.

 

This is how it does work with the keyboard and the left / right control keys:

camerawerkt.png

 

So, when I define mey key mapping into VPX it looks like this (and the camera function for the magna save do not work)

camerawerktniet.png

 

My key-wiz gives me these W and S values, I can not change that and with W ans S defined the control keys L/R do not work.

 

So, my conclusion is that VPX (running latest 10.4) does not take over the values as defined in the key mapping for the magna save buttons.

 

I've been speaking to other VP members and there it doesn't work as well, only if you keep the value to the original control-key settings.

 

Is it possible to make this work ?   (note: in a previous 10.3 version it did work...)

 

thanks!

Just took a quick look but when I change my keys to match your settings then it works for me!? Maybe you have a double define for W/S somewhere?



#137 toxie

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Posted 21 August 2017 - 01:46 PM

I got a message about the cvpmDropTarget CreateEvents issue and I put together this simple core.vbs mod for it. A lot of tables still use createevents despite the issues so it would be good to add.

https://pastebin.com/STxns5Nc

 

will include it then, thanks!!



#138 Joppnl

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Posted 21 August 2017 - 06:38 PM

 

Just took a quick look but when I change my keys to match your settings then it works for me!? Maybe you have a double define for W/S somewhere?

 

 

Thank you for your attention.

 

Thanks to your input I found the problem, please your advice.....

 

On the key-def page you can set the magnasave buttons which act in camera mode to go through the different options but there is also a tab called Nudge (Left and Right).

 

As I want the magnasave buttons to nudge as well I defined them the same keys (W and S) as the magna save buttons as the magna save's are also ment to... 'magna save'.

 

When I define the magna save buttons to the keystrokes they give (W / S) and I define the Nudge keys to other key stroke the camera mode works fine but the table won't nudge any more.

 

So actually...the thing to want is the double action on a magna save keypress: And a nudge And a magna save (for camera mode and to act as magna save in a table).

 

How to solve this?

 

Thanks for your help!


Edited by Joppnl, 21 August 2017 - 06:55 PM.


#139 connorsdad

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Posted 21 August 2017 - 10:41 PM

I am getting artifacts on TWD table by Dozer, white jaggies on the bottom left of the table and right edge of the crossbow. Also, I can't seem to find the visual nudge strength setting (to stop the screen shaking).

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#140 toxie

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Posted 22 August 2017 - 06:05 AM

 

I got a message about the cvpmDropTarget CreateEvents issue and I put together this simple core.vbs mod for it. A lot of tables still use createevents despite the issues so it would be good to add.

https://pastebin.com/STxns5Nc

 

will include it then, thanks!!

 

 

from my interpretation of the code, this is fully backwards compatible with VP9 and VP8, right??